float4x4 mvp:WORLDVIEWPROJECTION;

Texture2D tex;
SamplerState defss
{
	Filter = MIN_MAG_MIP_LINEAR;
	AddressU = Wrap;
	AddressV = Wrap;
};

void MyVS(float4 pos:SATT_POSITION, float3 normal:SATT_NORMAL,
	float2 tc:SATT_TEXCOORD0,
	out float4 opos:SV_POSITION,
	out float2 otc:TEXCOORD0)
{
	opos = mul(pos, mvp);
	otc = tc;
}

float4 MyPS(float4 pos:SV_POSITION, float2 tc:TEXCOORD0):SV_Target
{ 
    return tex.Sample(defss, tc);
}

technique11 MyTechnique
{
    pass P0
    {          
		SetVertexShader(CompileShader(vs_5_0, MyVS()));
		SetPixelShader(CompileShader(ps_5_0, MyPS()));
    }
}
